This build I just build on the fly. It seems like the type of build I will be using. It will focus on buffing damage in party while also dealing massive aoe damage to surrounding enemies.

Actives
Mantra of Conviction (Crimson) - This speaks for itself almost, increasing damage taken on enemies close to me by 55%. Especially good in parties and on bosses.

Crippling Wave (Alabaster) - This will be my main Spirit Generator (Combo 1 & 2) and will increase the damage taken by enemies even further and deal frontal cone AoE.

Sweeping Strike (Indigo) - At first I was thinking of picking Obsidian, but it was pointed out that it would be to many hits to get the Cyclones started in the first place so it's not worth it in the long run, we'll see how long fights lasts in Inferno later on. Also this will be my Combo 3 skill to get the stacking AoE buff.

Dashing Strike (Obsidian) - Both defensive and offensive ability. My main transportation ability during combat. Was thinking of taking the Alabaster first, but then the cooldown on my other Spirit Spender is to big to worry about spending 10 Spirit per Dashing so went with 30% dodge.

Seven Sided Strike (Crimson) - Main Spirit Spender attack. Thinking about if this ability is quick enough so I can keep my Sweeping Strike AoE buff up inbetween and be refreshed when I start using the Combo skills again.

But ONLY if Sacrifice applies to the "when you're zombie dogs die" and the rune that gives it a chance to drop health globes. As weird as it is, it goes as such:
-Slam Dance 25% dmg increase
-Pierce the Veil 20% dmg increase
-Sacrifice 25% dmg increase per dog
-Soul Harvest gives +attack per enemy hit
-Health Globes give 10% attack increase for 10 sec up to 5 stacks
-Mass Confusion makes all enemies in the area take 50% more damage

^ This REALLY only works if you're in a party and you're "main damage" so to speak. If not, the witch doc is better for support anyways.

hehe Okay updated my Tanking monk build, it's now my 'lol you can't hit me' build capable of sustaining 73.5% dodge, going up to 103.5% for the first three seconds of Mantra of Evasion this is assuming a base dodge of 0%, and assuming that defense has nothing to do with dodge, so it might be possible to push it higher.
Fists of Thunder with an Alabastor Runestone: 12.5% dodge unknown duration.
Dashing Strike with an Obsidian Runestone: 21% dodge for 9 seconds after using the skill, it has 10 cost and no CD
Guardians Path: 10% dodge whenever I Dual Wield
Mantra of Evasion: 30% at all times, 60% for the first 3 seconds after cast, no cost, 30sec CD.
so that's 10+12.5+21+30= 73.5% dodge at ALL times, with Mantra of evasion pumping that above 100% every 30 seconds.

then add in a Crimson Runestone for Mantra of evasion.. and every time I dodge, I do 90% weapon damage as fire to all nearby enemies
there's no way in hell this is making it live.....

my loldps frenzy barb build: http://us.battle.net/d3/en/calculato...khQ!abf!ZZYaZb
probably dual wield, but not sure yet, depends in skills hit with both weapons while DWing or not ;p Cleave for AoE rage gen, Frenzy for Single Target. Keep Battlerage up 100% and spam Whirlwind the rest of the time summon Ancient on CD.

Last edited by Gallahadd; 2011-10-19 at 03:04 AM.

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Blog twelve is live! This one is a bit of a light one, talking about "Guilty Pleasure" tracks. Enjoy.

A choke point demon hunter build for bridge like areas, impale with overpenetration for going down the line and hitting everything in its path, bola shots for the strong enemies and clusters, spike traps as a fallback (and hatred generation), caltrops to keep em away, marked for death for obvious reasons, and a sentry to heal you so you don't need health globes.

#1 Haunt with alabaster, for fast AoE dmg
#2 Horrify with obsidian, more free time for #1
#3 Spirit Walk with alabaster, run away button with some bonus heal
#4 Soul Harvest with obsidian, some crowd control I can time because the buff lasts longer than the cooldown
#5 Spirit Barrage with crimson, single target DPS with some bonus heal
#6 Mass Confusion with golden, only 28 seconds cooldown yay!

Passives
#1 Rush of Essence - I should be never out of mana
#2 Pierce the Veil - more damage, yes please, I have the mana because of #1 (don't know if the 30% increased mana costs affect the 200% refund of #1)
#3 Spirit Vessel - cooldown reduce for 3 spells, so I can roll my head over the keyboard faster, plus an automated oh-shit effect

So ideally, when all buffs are active, your Weapon Throw will do a ton of damage, but how often do you imagine that happening? Even if you do, the number of time you are free to toss Weapon Throw is eclipsed by having to refresh all the buffs.